Just "finished" the game. A classic Veteran playthrough that was very straightforward. Did not encounter any bug (other than visual) or crash.
Great game overall but I should have started with Commander. Anyway, Ironman here I come.
Some random thoughts.
Didnt feel forced to abuse Grenadiers or Mimic Beacons, but that could change on higher difficulties. No doubt that their action cost / efficiency ratio is way ahead of the rest.
Up until I trained my Psys, the specialists were the core of my team. It is the only class that is useful no matter the situation. From hacking a pylon when nothing is going on to saving the day with skulljack / haywire / combat or aid protocol / distant objectives hacking, they weight on the fight pretty much every turns.
Psy Operatives are broken. Despite being straight from the disco years my 2 Psys +
pretty much destroyed the last mission.
I would have loved to see the sword viable until the end, but unfortunately it fell off quite fast. Still situationally useful but in the end my rangers probably did more damage with the shredder gun / canon than the sword.
Was a bit mad when I discovered that you had to have your weapons equipped if you want to keep your upgrades.
I dont know if it is because of the random nature of the game but the avatar countdown was never close to be triggered. It was at 2 when the game ended. Basically, once my economy was in place, I never really felt any sense of urgency outside of some timed mission.
It is still amazing how potent is my crew at reverse engineering.
I love how some storylines can emerge during the campaign. I quickly discovered that my sharpshooters were cursed. Every time one of them went on a hot streak, something terrible happened to them.
And finally, Gremlin, you are the real MVP.